arma2:terrain:l3dt
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arma2:terrain:l3dt [2011/07/03 18:58] – created l3dt initial page. snakeman | arma2:terrain:l3dt [2024/08/02 09:06] (current) – links added. snakeman | ||
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- | ====== L3DT ====== | + | ====== |
- | Using L3DT to create terrain for ArmA 2. | + | [[https:// |
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+ | Please visit PMC Editing Wiki main [[tools: | ||
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+ | Using L3DT to create terrain for ArmA 2. This page was written mostly on L3DT v14.xx era. (I recall most of this text was written by Bushlurker). | ||
You can export the final Texture Map directly and use as a Sat_lco... | You can export the final Texture Map directly and use as a Sat_lco... | ||
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One point to watch when exporting the AM layer is to switch it to color output - otherwise you'll be deeply disappointed... (options button in the save as dialog - change " | One point to watch when exporting the AM layer is to switch it to color output - otherwise you'll be deeply disappointed... (options button in the save as dialog - change " | ||
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- | That's how to export the relevant images... is that what you were wanting? | ||
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- | I wrote a PM a little while back where I woefully under summarized basic L3DT usage... I'll paste the relevant chunk of it here as an easy way out of having to type any more (bedtime )... | ||
Once you have made a height-field in there you can just save that - export height-field as .png - you make your own .pbl - its just a text file - adapt the tutorial one | Once you have made a height-field in there you can just save that - export height-field as .png - you make your own .pbl - its just a text file - adapt the tutorial one | ||
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Then you get to " | Then you get to " | ||
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- | As a demo of L3DT 3 color output you could check out the [[http:// | ||
...basically what it does is analyze your height map - decide where sand, rock, grass, etc needs to go - and it draws a map with colors where each of them go... sounds awful like a Mask_lco.... you can use it as one... | ...basically what it does is analyze your height map - decide where sand, rock, grass, etc needs to go - and it draws a map with colors where each of them go... sounds awful like a Mask_lco.... you can use it as one... | ||
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So to start with you can use say a 1024 height map - but for speed just do a 1024 Attributes and other layers... later when you're happier with stuff - crank that up to 10x - you can make a 10240x10240 mask and sat and get more detail... | So to start with you can use say a 1024 height map - but for speed just do a 1024 Attributes and other layers... later when you're happier with stuff - crank that up to 10x - you can make a 10240x10240 mask and sat and get more detail... | ||
- | L3DT is a genuine bitch to get the hang of... it'll take time to understand all the stuff - a lot of which u don't need... your principal layers are the ones mentioned above - but the generation process in L3DT demands you make all the rest if you want bump mapping at the Tex stage - you need to have previously generated a Normals layer - if you want light and shade effects you need to have made a light map - these make the Tex map look good - but the only ones you'll export are the 3 above.... (actually - since Arma2 does its own lighting, I've found skipping the light map layer is best - you also need to untick "use light map" at the Texture layer stage... Otherwise you're " | + | L3DT is a genuine bitch to get the hang of... it'll take time to understand all the stuff - a lot of which u don't need... your principal layers are the ones mentioned above - but the generation process in L3DT demands you make all the rest if you want bump mapping at the Tex stage - you need to have previously generated a Normals layer - if you want light and shade effects you need to have made a light map - these make the Tex map look good - but the only ones you'll export are the 3 above.... (actually - since Arma2 does its own lighting, I've found skipping the light map layer is best - you also need to untick "use light map" at the Texture layer stage... Otherwise you're " |
Export as .PNG - it'll be a 16bit gray scale for the height field, and 8bit color for the other two - you can use them as they stand... | Export as .PNG - it'll be a 16bit gray scale for the height field, and 8bit color for the other two - you can use them as they stand... | ||
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If this scares you off you can just open it with paint (or any other simple tool that does not support alpha channels) and save it. As poor paint does not get the alpha channels it saves it as a normal color as you know it and for that voila you can see it. | If this scares you off you can just open it with paint (or any other simple tool that does not support alpha channels) and save it. As poor paint does not get the alpha channels it saves it as a normal color as you know it and for that voila you can see it. | ||
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+ | ====== L3DT With Visitor 3 ====== | ||
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+ | Use a .png greyscale export from L3DT as your " | ||
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+ | Later on, once you've been laying roads, etc - you might decide to use L3DT to tweak some areas - maybe for settlements, | ||
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+ | Once your terrain is advanced a little - you'll find that that 2minute " | ||
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+ | Initial .png export from L3DT - note your minimum and maximum heights exactly. Import into Visitor with same max and min in associated .pbl file. | ||
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+ | For any subsequent terrain editing once work has progressed a bit. | ||
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+ | * Export terrain as image from Visitor (you' | ||
+ | * Import .png into L3DT (use the exact max/min you wrote down). | ||
+ | * Edit terrain to little hearts content... | ||
+ | * Export as XYZ... | ||
+ | * Re-Import into Visitor..... | ||
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+ | Subsequent imports of XYZ seem to work OK - but I've found the initial import should be a .png and .pbl setup - at least until you're happy with the overall heights, sea level, etc. | ||
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+ | ====== Climate Colors ====== | ||
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+ | Redo your climate so the different surfaces in the AM map have the bright primary colors you want to use in your Layers.cfg/ | ||
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+ | When creating/ | ||
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+ | ====== Tips ====== | ||
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+ | **Satellite Mask & Texture** | ||
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+ | Save attributes map. Paint/paste your roads and airfields etc there. Import back to L3DT and choose proper color and attributes for the ne areas. Now you can export this into texture map too. | ||
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+ | Resizing Heightfield moved to [[tools: | ||
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+ | ====== ImageMagick Mosaic Stitching ====== | ||
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+ | Header moved to [[tools: | ||
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+ | ====== L3DT Mosaic Coordinates ====== | ||
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+ | Header moved to [[tools: | ||
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+ | ====== Satellite Resolution ====== | ||
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+ | Header moved to [[tools: | ||
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+ | ====== Large PNG Save ====== | ||
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+ | Header moved to [[tools: | ||
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+ | ====== CPU Usage ====== | ||
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+ | Header moved to [[tools: | ||
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+ | ====== Attributes Map / Mask RGB Colors ====== | ||
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+ | Header moved to [[tools: | ||
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arma2/terrain/l3dt.1309719533.txt.gz · Last modified: 2011/07/03 18:58 (external edit)